SpiritLess is still SpriteLess

Posted by Mush on July 18, 2008, 8:36 p.m.

Well, I just finshed the core battle engine (turns, basic attacks, health etc.). A lot more still has to be done, though. Here's the updated GUI:

At the moment, the robot looks quite bland, but I have been working on a simple script that will procedurally shade the robot according to its position and how far away it is from different lighting fixtures. To accomplish this, I'm beginning to realize that I may need to use primitives instead of draw_rectangle_color(). :/

At the beginning of the game's development, I wanted the story to start with the main character dreaming of a colorful flower, making him realize there is more to his monotonous life.

A week ago, when I was playing around in the draw event, I made this code:

Quote:

for(i=1;i<120;i+=1)

{

col = make_color_hsv(i*2.4,240,210)

draw_line_width_color(tan(i)*100,sin(i)*700,tan(i+1)*100,sin(i+1)*700,4,col,col)

draw_line_width_color(sin(i)*700,tan(i)*100,sin(i+1)*700,tan(i+1)*100,4,col,col)

}

Which made this procedurally generated flower:

Here's a link of it animated:

FLOWER

Comments

PY 16 years, 5 months ago

ooooh, pretty.

Well done!

Your HUD looks icky, though, if it's a sprite, AA it, please!

s 16 years, 5 months ago

The flower pedals should twirl